
KingHotTrash |

So my week has absolutely exploded on me, work-wise, and all my games have suffered for it. It would be terribly rude for me to jump in and start a game when I'm not sure my spread will handle it.
If things settle down, I'll come in with my two-headed wolfman but for now, I'll leave that space open to folks that have the bandwidth. Have fun folks! <3

mishima |

Dex: 3d6 ⇒ (3, 6, 3) = 12 (0)
Con*: 3d6 ⇒ (6, 3, 2) = 11 (0)
Ment: 3d6 ⇒ (4, 4, 5) = 13 (+1)
Int: 3d6 ⇒ (1, 2, 3) = 6 (-1)
Cha: 3d6 ⇒ (3, 1, 1) = 5 (-2)
Sn-L: 4d6 ⇒ (2, 1, 4, 5) = 12 =11 (0)
MutPower-L: 4d6 ⇒ (2, 1, 1, 4) = 8 =8
Mutations: 1d6 ⇒ 2 (2 phys, 3 ment)
1d100 ⇒ 96 =roll 2 phys
1d100 ⇒ 25 =Energy metamorph
1d100 ⇒ 79 =Telepathy
1d100 ⇒ 34 =Levitation
1d100 ⇒ 81 =Telepathy
additional phys: 1d100 ⇒ 19 =Double Pain
additional phys: 1d100 ⇒ 63 =Photodependent
Is someone doing scout already? That would be kinda funny for a plant...usually scouts hide behind the bush rather than be the bush.

mishima |

Cool, getting it together.
Rerolled Second Defect Mutation: 1d100 ⇒ 19 =Double Pain (D)
Rerolled Second Defect Mutation: 1d100 ⇒ 49 =Metamorphosis
Telepathy Duplicate: 2d4 ⇒ (2, 3) = 5
hp: 11d6 ⇒ (5, 3, 2, 5, 1, 4, 6, 4, 6, 6, 2) = 44
edit: woops was supposed to roll plant mutations for physicals...
96: roll 2 more plant
25: Double Pain (D)
19: Chemical Susceptibility (D)
63: Oversized Limbs
19: (D)
49: Immunity
Mutations: Telepathy(x2), Levitation, Double Pain (D), Oversized Limbs, Immunity
...ok think I got that right now.

Tintoretto |
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Suddenly, a man bursts into the chatroom. "Roll low systems are an offense before all that's holy! How can you educate your dice if you're expecting one thing outta them for one game and something else in another? You cannot, my friends! There is only one thing more heretical than a roll low system. And that is games that are BI-NUMERICAL! They are an abomination!"
Several figures in black suits grab him and take him away.
=======
So, double telepathy? Very cool. You do need to roll mutant power for each mutation that needs a score. I made the same mistake.

mishima |

Alrighty, sounds good. It was supposed to be Read/Write 25 and Ride 50, I just typo'ed. So I guess I got both.
MP(telepathy): 4d6 ⇒ (5, 6, 3, 1) = 15 =14
MP(levitation): 4d6 ⇒ (5, 6, 1, 2) = 14 =13
Forgot +2 plant con for hp: 2d6 ⇒ (5, 6) = 11 =44+11=55
Still kind of struggling with a good character RP idea (sorry, can't top corncob), but going Vine for the Stock (succulent was tempting for a Final Fantasy Cactuar-style character). I'm not sure how great being able to use tools is, I couldn't really find anything about tools in the equipment section. I just sort of needed the +DX just to have a useful stat.
Also, any advice on distributing skill points for scout skills? From the example characters in the back, it seems like scores around 5 are normal but that seems super low. Could choosing 3 to do 10/5/5 work out? Wise to put 1 instead of 0 just to make it possible?
Vine Scout
=========
Attributes: (d20+DR <= Score)
PS: 8 (0)
DX: 14 (+1)
CN: 13 (+1)
MS: 13 (+1)
IN: 6 (-1)
CH: 5 (-2)
SN: 11 (0)
=========
hp: 55 (Double Pain: -2 if <half hp, -4 nerves/pain)
AC: 11 // MD: 11 // Health: 11 (Immunity: mental attacks)
=========
mTHAC: 0 // rTHAC: 1 // MHAC: 0
=========
Perception: 11 // Stealth: 2 // Remain Unseen: 2
Speed: 15 (Oversized Limbs)
=========
Ride: yes // Swim: yes // Read/Write: yes
=========
Scout Skills: (20pts) (d20+DR <= Score)
Detect Ambush/Trap
Hunting
Navigate
Tracking
Wilderness Survival
==========
Other Mutations:
Telepathy*: 19
Levitation*: 13
==========
Equipment: Domars: 300

Zera |

Maybe you'll get more RP ideas when you read through the Cryptic Alliance choices? I found that helped to solidify some of my character goals.
When you choose one, send it to the DM privately.
____
Bi-numerical is an abomination, I agree. Trying to play a 2e game is insane. Roll high for some things, roll low for others... I think the dice get confused. :)

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I'll be playing P'Reena, a mutated cougar named for an Ancient deity of felines.
Dice rolls
Physical Strength: 2d4 + 15 ⇒ (2, 3) + 15 = 20 PS 20
Dexterity: 2d4 + 13 ⇒ (4, 3) + 13 = 20 DX 20
Constitution: 2d4 + 11 ⇒ (3, 1) + 11 = 15 CN 15
Mental Strength: 3d6 ⇒ (1, 2, 6) = 9 MS 9
Intelligence: 3d6 ⇒ (3, 1, 2) = 6 IN 6
Charisma: 3d6 ⇒ (3, 2, 6) = 11 CH 11
Senses: 4d6 ⇒ (4, 2, 1, 5) = 12 SN 11
Mutations: 1d6 ⇒ 4
Physical Mutations: 1d100 ⇒ 19 1d100 ⇒ 52 1d100 ⇒ 67 1d100 ⇒ 10
Mental Mutations: 1d100 ⇒ 84
PHYSICAL MUTATIONS
Doubled Pain (D)
Multiple Limbs
Poor Dual Brain (D) Reroll: 1d100 ⇒ 26 Energy Reflection MP: 4d6 ⇒ (5, 6, 6, 4) = 21
Body Change (D) Reroll: 1d100 ⇒ 57 New Body Parts
MENTAL MUTATIONS
Teleportation MP: 4d6 ⇒ (6, 1, 4, 5) = 16
Mutiple Limbs Arms/Legs: 1d100 ⇒ 69 Number: 1d4 ⇒ 4
New Body Parts 1d10 ⇒ 9
Energy Reflection 1d6 ⇒ 4
Read/Write (10%): 1d100 ⇒ 67
Swim (50%): 1d100 ⇒ 34
Domars: 1d10 ⇒ 1
P'REENA
Female mutated cougar Enforcer 1
XP 0/2000
PS 20 (+4)
DX 20 (+4)
CN 15 (+2)
MS 9 (+0)
IN 6 (-1)
CH 11 (+0)
SN 17 (+3)
THAC melee +5
THAC ranged +5
AC 14
MD 10
HP: 15d6 + 15 ⇒ (6, 5, 2, 5, 6, 4, 2, 3, 3, 1, 6, 1, 1, 3, 5) + 15 = 68
Health 12
Use Artifacts -1
Perception 16
Stealth +2
Remain Unseen -1
Speed 26
Robot recognition 14
Makeshift Weapon/Armor 6
Size Up Opponent 6
Claw/Claw/Bite (1d6/1d6/1d6)
Leap 3 meters
Doubled Pain (D)
Multiple Limbs (4 extra legs)
Energy Reflection (heat/fire) (17)
New Body Parts (true hands)
Teleportation (15)
Heightened Hearing
Heightened Smell
Night Vision
Domars: 2510
Okay, here's what I'm seeing so far. P'Reena is a centaur-like being with six legs, two arms with hands, and a cougar's head. Her body is covered in tawny fur. She isn't terribly bright, but is very strong and dextrous, and is headstrong and impulsive. I'm making a conscious decision to ignore her Swim roll and say that she cannot swim and her unique configuration prevents her from riding.
Is this acceptable to you, GM? If so, I'll build her sheet and equip her. I'll also send you a PM with her Cryptic Alliance.